RimWorld

RimWorld

5,049 ratings
A RimWorld of Magic
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
109.856 MB
Nov 14, 2017 @ 4:11pm
Oct 30, 2024 @ 6:22pm
359 Change Notes ( view )

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A RimWorld of Magic

In 1 collection by Torann
A RimWorld of Magic - Minimal Collection
7 items
Description
Supports RimWorld versions 1.0 - 1.5

This mod adds classes with unique abilities.
RimWorld of Magic adds over 35 unique classes with even more available in class add-on packs. Each class has a set of unique abilities and fills specific roles (healer, offensive caster, utility, etc) and each class has a unique development tree to improve their abilities as they level up their class.

Check out the wiki for tons of additional info and details about the mod:
https://rwom.fandom.com/wiki/RimWorld_of_Magic_Wiki

Additional features include unique apparel/equipment options, gem crafting and enchantments, magical buildings such as portals, arcane forges and more. Challenge your newfound power against new, deadly events. Unique research tree that opens up a diverse set of improvements for the colony, including learning how to animate Golems. A to top it off, a new "magic" faction that is known to deal in many powerful artifacts.

To add to the challenge, AI classes are able to use abilities.

Mod options are also included that allow you to tailor many mod related features such AI difficulty, how common mages/fighters are, and how fast mages develop.

The mod can be added to an existing save, but works and plays best when starting with a new game.

Self installed .zip file or older versions can be found here: http://www.moddb.com/mods/tmagic
Suggestions, recommendations, and comments are welcome
More details can be found here: https://ludeon.com/forums/index.php?topic=37161.0
Mod Discord channel: https://discord.gg/gFYfA6r

This mod has been updated for 1.0, for those that wish to continue a game on an older version, you can find archived version releases here https://www.moddb.com/mods/tmagic/downloads/
Download and extract the mod into your rimworld mods directory
GitHub link: https://github.com/TorannD

All mod versions can be found on moddb.

**You must have Hugslib and Jecstools loaded before this mod for it to work!**

Contributors:
(中文翻译) Available in Chinese courtesy of KuanKuan
(Español) Available in Spanish courtesy of Caferino

Felinoel - Wiki
DrMrEd - Elemental Art
SihvMan - writable scrolls and books
Draegon - Wand Art
Diannetea - Poppi Art
Angry Wizard - UI Icons
Trisscar - Gemcutting workbench, Succubus wings
Crustypeanut - raw magicyte, class icons, and world icon art
Rebelrot(AvP) - Staff of the Defender, Staff of Blazing Power, and magic wands Art https://www.patreon.com/Rebelrot
ZE - Testing
Bendigeidfran - Various sound effects
Kasmex Forever - Royal Armor Art, World icons, books and scrolls, Thrumbo weapons, various spell effects
Control Assuming Director - Minion Art
Kolton - Optimization

Like the mod? Consider showing your appreciation by buying me a coffee! https://ko-fi.com/torann
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7,014 Comments
Winter Jun 9 @ 2:49pm 
@ParasiticSquid Not to rain on your parade, but that would have to be on Altered Carbon's end of things. They'd need to expand the stack's functionality to keep track of the hundreds of different bits of data a Rimworld of Magic character might have to express their build and development. It's a pain, but using dev mode to spawn all the needed spell scrolls and tome, and god mode to restore the pawn's level, is probably as close as we'll get.

Also, it looks like the next DLC is coming in a couple of days, so everyone's development time will likely be directed to adapting to that for the near future.
ParasiticSquid Jun 9 @ 12:50am 
Im still multiple years later hoping for compatibility between rimworld of magic and altered carbon so stacks store magic experience and learned spells. Mostly because this mod becomes a massive pain if you play with altered carbon and have a pawn with a stack die since they effectively loose all of their magic progress. Shoot, archeo stacks store psycasts and similar stuff so no reason they couldn't store magic data too.

Maybe one day it will happen, weather that would be innate compat build in to RoM or a patch addon I have no clue but I can dream
Silver Crescent Jun 7 @ 2:01pm 
NGL, this mod makes me want someone to put Heroes of Might and Magic 3 stuff in this game.
Souffrance97~Twitch~ Jun 4 @ 9:15pm 
mes colons sont des Magicien nécromancien, mais j'ai pas l'emplacement de Magie du coups je peut pas Upgrade mes compétances en magie c'est normale???
Winter Jun 4 @ 6:30pm 
@Sylvoute Do you happen to be using a mod that influences how pawns are generated? I've seen similar situations a few times, and I suspect what happens is that a pawn is generated with a magic trait, and gains all the associated data on creation, and then some mod changes the pawn's trait list, without cleaning up all the data from this mod.
Enchantress Jun 4 @ 4:01pm 
does anyone know why all my mages start "not being allowed to learn magic because of their health condition"???
Sylvoute Jun 3 @ 9:08am 
Thanks for this mod !

When loading a save, my pawns lose their magic skills...

I noticed that, for example, when starting with 10 pawns, 1 or 2 of the mwill have magic skills, but no modded traits. They will lose their skills upon saving reloading.
However, when starting a new game with forced modded trait, the skills (and the trait) will remain.

So, from a few topics I red (because I couldnt properly test the mod), I guess that the problem is my pawns have skill without trait, and that should not occur ?

Thanks !
Exende Jun 2 @ 8:17pm 
from my earlier post:
Exception filling window for RimWorld.Dialog_ManageApparelPolicies: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 82AB83DA] Duplicate stacktrace, see ref for original
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
(Filename: Line: 580)

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Aranador Jun 1 @ 12:08am 
I have not seen any bugginess with golem windows other than them not saving their work skill disables or their screen shake. You might need to describe the bug, and look to see if any errors pop up in the error log, to help track this down.
Devious_Soldier May 31 @ 4:52pm 
Does anyone know of a mod conflict that makes the Golem abilities window to bug out? Also having a similar problem with selecting a xenogerm to implant surgically. Idk if it's related to this mod or not.